The fairest one that I can see, Is pretty ----, walk with me. --Barnes, Surrey (A. B. Gomme). II. There lives a lady on the mountain, Who she is I do not know; All she wants is gold and silver, All she wants is a nice young man. Choose one, choose two, Choose the fairest of the few. Now you re married I wish you joy, Father and mother you must obey; Love one another like sister and brother, And pray, young couple, come kiss one another. --Colchester (Miss G. M.

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=_ Any player may be the banker, and keep the kitty, if any. In Draw, Straight, or Stud Poker, each player may purchase as many counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and Progressive Poker, each player must begin with an equal amount. _=6. Betting Limits.=_ Before play begins limits must be agreed upon for the amount of the blind, the straddle, the ante in jack pots, and for betting or raising. _=7. Shuffling.=_ Before the first deal the pack must be counted to see that it contains the proper number of cards. Should the first dealer neglect this he forfeits five counters to the pool.

The cards rank: 3 2 A K Q J 7 6 5 4, the 3 being the highest, and the 4 the lowest, both in cutting and in play. There are no trumps. _=Markers.=_ The game may be scored by paying and taking in counters, each player being provided with about fifty at the beginning of the game, which are purchased from a banker; but the better way is to keep account of the gains and losses of the single player in each deal, in the manner already described in connection with Skat, balancing the account at the end in the same way. _=Players.=_ Calabrasella is played by three persons, two of whom are partners against the third in each hand. If four play, the dealer takes no cards, but shares the fortunes of those who are opposed to the single player, just as in Skat. The players on the right and left of the dealer are known as the pone and the eldest hand respectively. _=Cutting.=_ The players cut for seats and deal, the lowest card having the first choice and dealing the first hand.

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_=CARDS.=_ Scotch Whist is played with a pack of 36 cards, which rank in plain suits, A K Q J 10 9 8 7 6; the Ace being highest both in play and in cutting. In the trump suit the Jack is the best card, the order being, J A K Q 10 9 8 7 6. _=MARKERS.=_ There are no suitable counters for Scotch Whist, and the score is usually kept on a sheet of paper. _=PLAYERS.=_ Any number from two to eight may play. When there are five or seven players, the spade 6 must be removed from the pack. In some places this is not done; the thirty-fifth card being turned up for the trump, the thirty-sixth shown to the table, and then laid aside. _=CUTTING.

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This took place early in the last century, and seems to have so much improved the game that attention was soon drawn to its possibilities for scientific treatment. About this time whist was taken up by a set of gentlemen who met at the Crown Coffee House in Bedford Row, London; chief among whom was Sir Jacob de Bouverie, Viscount Folkestone. After considerable experiment and practice this little whist school laid down the principles of the game as being: “to play from the strong suit; to study the partner’s hand; never to force partner unnecessarily, and to attend to the score.” It is generally believed that Edmond Hoyle was familiar with the proceedings of this set, and on their experiences based his celebrated “Short Treatise on the Game of Whist,” which was entered at Stationers’ Hall in London Nov. 17, 1742. The only works previous to Hoyle touching upon whist were the “Compleat Gamester” of Cotton, which first appeared in 1674, and the “Court Gamester,” of Richard Seymour, 1719. One of Hoyle’s great points was his calculation of the probabilities at various stages of the rubber. This seems to have been looked upon as most important in guiding persons in their play, for we find that Abraham de Moivre, a famous mathematician, used to frequent the coffee houses, and for a small fee give decisions on questions of the odds at whist. Bath seems to have been the great rallying-point for the whist-players of the last century; but the passion for the game soon spread all over Europe. In 1767 Benjamin Franklin went to Paris, and it is generally believed that he introduced the American variety of the game known as Boston, which became the rage in Paris some time after the war of independence.

” _=STAKES.=_ The losses and gains of the players are in proportion to the difficulties of the tasks they set themselves. The most popular method of settling is to pay or take red counters for the various calls, and white counters for the tricks under or over the exact number proposed. If the callers succeed in their undertakings, their adversaries pay them; if they fail, they pay their adversaries. A red counter is worth five white ones. Proposal and Acceptance wins or loses 1 red counter. Solo wins or loses 2 red counters. Misère, or Nullo, wins or loses 3 red counters. Abundance, of any kind, wins or loses 4 red counters. Open Misère, or Spread, wins or loses 6 red counters.

Only one marriage can be shown but not led in this manner. In the ordinary course of play it is not necessary to show both cards of the marriage unless the adversary asks to see them. The player simply leads the King or Queen, and says: “Twenty,” or “Forty,” as the case may be. If he leads a King or Queen without claiming any count, it is evident that he has not a marriage. If he has simply forgotten to claim it, he cannot amend the error after his adversary has played to the trick, and the score is lost. To avoid disputes, careful players leave one of the marriage cards face up among their cards, as a reminder that a marriage was claimed in that suit, either by the player with the card turned, or by his adversary. _=Counting.=_ A player is not allowed to make any record of his progress toward sixty-six, but must keep his count mentally. It is highly important to keep both your own and your adversary’s count, in order that you may always know how many each of you wants to reach 66. A player is not allowed to go back over his tricks to refresh his memory, and if he looks at any trick but the last one turned and quitted, he loses the privilege of “closing.

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E.7. Do not charge a fee for access to, viewing, displaying, performing, copying or distributing any Project Gutenberg™ works unless you comply with paragraph 1.E.8 or 1.E.9. 1.E.8.

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The egg-shell will break. Wash in a thimble. Thimble s not big enough. Wash by the river side. Suppose the things should float away? Get a boat and go after them. Suppose the boat should be upset? Then you ll be drowned, Drowned, drowned, Then you ll be drowned, And a good job too. --Enborne, Berks. (Miss M. Kimber). XI.

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Crombie says, The game of Hop-scotch was one of considerable antiquity, having been known in England for more than two centuries, and it was played all over Europe under different names. Signor Pitré s solar explanation of its origin appeared improbable to him, for not only was the evidence in its favour extremely weak, but it would require the original number of divisions in the figure to have been twelve instead of seven, which was the number indicated by a considerable body of evidence. It would seem more probable that the game at one time represented the progress of the soul from earth to heaven through various intermediate states, the name given to the last court being most frequently paradise or an equivalent, such as crown or glory, while the names of the other courts corresponded with the eschatological ideas prevalent in the early days of Christianity. Some such game existed before Christianity, and Mr. Crombie considered that it had been derived from several ancient games. Possibly the strange myths of the labyrinths might have had something to do with Hop-scotch, and a variety of the game played in England, under the name of Round Hop-scotch, was almost identical with a game described by Pliny as being played by the boys of his day. Mr. Crombie also said he believed that the early Christians adopted the general idea of the ancient game, but they not only converted it into an allegory of heaven, with Christian beliefs and Christian names; they Christianised the figure also; they abandoned the heathen labyrinth and replaced it by the form of the Basilicon, the early Christian church, dividing it into seven parts, as they believed heaven to be divided, and placing paradise, the inner sanctum of heaven, in the position of the altar, the inner sanctum of their earthly church. See Hap the Beds. Hop, Step, and Jump See Half-Hammer.

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Biddy-base A Lincolnshire name for Prisoner s Base. --Halliwell s _Dictionary_; Peacock s _Manley and Corringham Glossary_; Cole s _S. W. Lincolnshire Glossary_. Biggly Name for Blind Man s Buff. --Dickinson s _Cumberland Glossary_. Billet The Derbyshire name for Tip-cat. --Halliwell s _Dictionary_. Billy-base A name for Prisoner s Base. --Halliwell s _Dictionary_.

=_ If, during the course of the game, it be discovered that any error or illegality has been committed, the moves must be retraced and the necessary correction made, without penalty. If the moves cannot be correctly retraced, the game must be annulled. If a man be dropped from the board and moves made during its absence, such moves must be retraced and the man restored. If this cannot be done, to the satisfaction of the Umpire, the game must be annulled. _=Castling.=_ The King can be Castled only: When neither the King nor the Castling Rook has been moved, and When the King is not in check, and When all the squares between the King and Rook are unoccupied, and When no hostile man attacks the square on which the King is to be placed, or the square he crosses. In Castling, the King must be first moved. The penalty of moving the King prohibits Castling. _=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible move, is compulsory.

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The player who pockets the ball wins the game. FORTY-ONE POOL. Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41. CHICAGO POOL. This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order. The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball. The opening stroke _must_ be to strike the _one_-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table. After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it.

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I would suggest painted blocks of wood. On a large lawn, a wide country-side may be easily represented. The players may begin with a game exactly like the ordinary Kriegspiel, with scouts and boxed soldiers, which will develop into such battles as are here described, as the troops come into contact. It would be easy to give the roads a real significance by permitting a move half as long again as in the open country for waggons or boxed troops along a road. There is a possibility of having a toy railway, with stations or rolling stock into which troops might be put, on such a giant war map. One would allow a move for entraining and another for detraining, requiring the troops to be massed alongside the train at the beginning and end of each journey, and the train might move at four or five times the cavalry rate. One would use open trucks and put in a specified number of men--say twelve infantry or five cavalry or half a gun per truck--and permit an engine to draw seven or eight trucks, or move at a reduced speed with more. One could also rule that four men--the same four men--remaining on a line during two moves, could tear up a rail, and eight men in three moves replace it. I will confess I have never yet tried over these more elaborate developments of Little Wars, partly because of the limited time at my disposal, and partly because they all demand a number of players who are well acquainted with the same on each side if they are not to last interminably. The Battle of Hook s Farm (one player a side) took a whole afternoon, and most of my battles have lasted the better part of a day.

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The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is. _=Cards Played in Error.=_ All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called _=exposed cards=_, and must be left face up on the table. These must be played when called by the adversaries, unless compliance with the demand would make the player revoke; but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed. _=Leading Out of Turn.=_ Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called.

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POLIGNAC. QUATRE-VALETS, OR FOUR JACKS. _=Cards and Players.=_ When Polignac is played by four persons, a Piquet pack is used, and eight cards are dealt to each player, 3-2-3 at a time. When five play, the two black Sevens are deleted, and six cards are given to each player. When six play, each receives five cards. When seven play, the dealer takes no cards. In France, the cards usually rank as in Écarté; K Q J A 10 9 8 7; but in England and America it is more usual to preserve the order in Piquet, A K Q J 10 9 8 7. There is no trump suit. All the preliminaries are settled as at Hearts or Slobberhannes.

1.] Each of the two players has nine wooden pegs, which are either coloured or shaped differently, and the object of each player is to get three of his own pegs in a straight line (fig. 1). It is called Merrils. --Sheffield (S. O. Addy). Cotgrave s _Dictionarie_, 1632, says: _Merelles_, le jeu de merelles, the boyish game called merrils, or fiue-pennie morris. Played here most commonly with stones, but in France with pawns or men made of purpose, and termed merelles. Strutt (_Sports_, p.

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=_ It then becomes the turn of the other players, each in succession to the left of the dealer, to name some other suit for the trump, or to pass a second time. If the suit of the same colour as the turn-up is named for the new trump, it is usual to say: “_=I make it next=_.” If a suit of a different colour is named, it is called _=crossing the suit=_, and some players, if a red suit is turned, will say: “I _=cross=_ to clubs.” Any player naming a new suit may announce to play alone at the same time. The side that makes the new trump must make at least three tricks, or it will be euchred, and the adversaries will count two points. If a player names the suit that has just been turned down, he loses his right to make the trump; and if he corrects himself, and names another suit, he debars not only himself but his partner from making the trump. One player having named a new trump suit in his proper turn, his decision is binding on all the others; but should a player name a suit out of his proper turn, both he and his partner are debarred from making that suit the trump. If no one will name a new trump, the deal is void, and passes to the next player on the dealer’s left. _=ORDERING UP THE TRUMP.=_ Instead of passing the turn-up trump on the first round, any player who thinks it would be to his advantage to have the turn-up remain the trump, may order the dealer to take it up.